Book Image

Cinder Creative Coding Cookbook

Book Image

Cinder Creative Coding Cookbook

Overview of this book

Cinder is one of the most exciting frameworks available for creative coding. It is developed in C++ for increased performance and allows for the fast creation of visually complex, interactive applications."Cinder Creative Coding Cookbook" will show you how to develop interactive and visually dynamic applications using simple-to-follow recipes.You will learn how to use multimedia content, draw generative graphics in 2D and 3D, and animate them in compelling ways. Beginning with creating simple projects with Cinder, you will use multimedia, create animations, and interact with the user.From animation with particles to using video, audio, and images, the reader will gain a broad knowledge of creating applications using Cinder.With recipes that include drawing in 3D, image processing, and sensing and tracking in real-time from camera input, the book will teach you how to develop interesting applications."Cinder Creative Coding Cookbook" will give you the necessary knowledge to start creating projects with Cinder that use animations and advanced visuals.
Table of Contents (19 chapters)
Cinder Creative Coding Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Creating a flow field with Perlin noise


In this recipe we will learn how we can animate objects using a flow field. Our flow field will be a two-dimensional grid of velocity vectors that will influence how objects move.

We will also animate the flow field using vectors calculated with Perlin noise.

Getting ready

Include the necessary files to work with OpenGL graphics, Perlin noise, random numbers, and Cinder's math utilities.

#include "cinder/gl/gl.h"
#include "cinder/Perlin.h"
#include "cinder/Rand.h"
#include "cinder/CinderMath.h"

Also, add the following useful using statements:

using namespace ci;
using namespace ci::app;
using namespace std;

How to do it…

We will create an animation using the flow field. Perform the following steps to do so:

  1. We will begin by creating a Follower class to define the objects that will be influenced by the flow field.

    Declare the following class before the main application class:

    class Follower{
    public:
     Follower( const Vec2f& pos ){
      this->pos = pos;
     }
    ...